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BentNose

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Everything posted by BentNose

  1. I'm happy to see the ignorezombiedensity option there to support modders. There are definitely some mods I've got that are made a little silly and frankly overpowered because of how the drop tables function.
  2. In my mind setting up a constant broadcast radio antennae would be the first step into the late game when you start attracting npc survivors on purpose. Build it and they will come. Most of them will even be friendly.
  3. In game erosion does happen at an accelerated rate. Enough so that I've slowed erosion in my sandbox settings because trees popped up quicker than seemed sensible to me. If slowed in building erosion was a part of the game it would probably help maintain immersion. If outer cracked walls eventually broke and allowed some basic propagation inside, it would probably help out the game. I wonder if this would be a suggestion for the game devs though.
  4. 1214. Propane refueling station. While less common, at least one of the gas stations on the map should be able to refuel propane as well. If balance is a worry then perhaps put it in a station in the middle of a high pop area. This would turn propane tanks into another type of fuel can. This makes sense in that propane tanks are good scrap materials for DIY tasks or at least provide some decent scrap metal.
  5. There are also the really simple alternatives, pits and spiked barricades. Pits, all you need is a shovel. Spiked barricades you just need some ripped cloth and spears or logs.
  6. 1213. Removable Water Cooler large water bottles and the ability to disassemble the base. Large Water Bottles may also prove useful for other crafting designs and house plumbing.
  7. They're actually really good for small fights though. The nice thing about spears is that they are effectively unlimited while many other weapons need to be scavenged up. So yeah they break, but as long as you've got branches or planks and some chipped stones, you can have some more spears. Being able to forage them in the wild is extremely useful. I personally like to use them when I'm going on quick shopping trips in a vehicle. I carry one or two spears for the small collection of zombies I expect to fight and leave some spares in the trunk.
  8. The suggestion is valid and may still happen. Until then, there is a mod "Primitive Survival" that gives you more options for making twine and rope as well as expanding on what you can do with foraged materials. After that there is a "Spears: Twine and Leather Binding" mod that does as advertised. I always find it rewarding when modders have the option to fill the gaps where the devs just don't have the time.
  9. This is all well and good, but this is a modder's suggestion. If we are working off the setting, the 90's weren't exactly a prime time for solar power.
  10. So the common car horn is typically pretty easy to find and remove. Even more fun is that they're pretty easy to wire up on their own. It's not hard to uninstall a car or truck horn and just wire it up to a common car battery. Switch optional. The running emergency siren feels like an exploit, but the only exploity thing about it is that the zombies should be able to smash that car at that point. The player should be able to remove a car horn, and emergency siren or something similar and wire it up with relative ease to create a zombie lure. Extra points if we're allowed to find a scrap train horn in the train yard near Muldraugh and make something ridiculously loud.
  11. The only problem I see here is conflicts with large sized or illogical mod vehicles. Full sized schoolbus in the house garage? Still, yes, it would be nice to see.
  12. If it could be done, boosting the starting stats given by hobbies and occupations based on time past would make a lot of sense with an extra random skill point here and there. If months have passed in the game, then they'll surely have learned something new to help them survive. Then when the player is spawned, if they are placed in a building thematically chosen for them, apply a high chance to convert that place into a safehouse with the expected array of items.
  13. Hmm, that seems a bit extreme right off the bat. I'd expect them to try and extort the player first actually. Give them a bunch of food, maybe even some fuel and they'd leave and leave you alone for a period of time. Until they wanted more stuff. If you could supply them with enough food maybe they'd even wander around and kill some zeds for ya, make a good enough base and they'd set up an outpost?
  14. Considering the year is '94 a machine might be a bit of a stretch, but being able to dry certain foods would make a good addition to the cooking expansion I've heard mentioned. I certainly don't see why a drying rack or a smoking box couldn't be made with the appropriate carpentry or metalworking skills.
  15. It doesn't have a ready supply of food or fuel however. Unless the player really wants to do a roughing it thing, they're going to have to leave McCoy. And while it doesn't have much of a zed spawn, the helicopter can still bring over lots of friends.
  16. I'm useless for modding or else I might do more than make suggestions. For devs or modders, some simple additions to the game that could probably add some really good utility might be pits and simple spike barricades. Pits would slow and trip anyone trying to walk over them and could be a good source of strength and fitness training as well. If the pits could fill up with standing water, they might create an infection hazard if the pc trips through them. Spike barricades aren't complicated to imagine and could be made with logs or spears and ripped sheets. They'd provide a good source of low level carpentry experience that isn't dismantling every piece of furniture in sight. Zombies could attack the barricade, but every time they hit it they would damage themselves until finally impaling and killing themselves on the spikes. A few zombie deaths and the spikes would collapse into uselessness. But while that's happening you can actually see them to shoot or attack over the barricade with a spear. Being able to see over this defense is useful as well.
  17. There is a problem of setting here. '94 was a bit more limiting in terms of niche's and general public knowledge. Warrior, Hema, martial artist, all of these probably wouldn't work so well in context. You are right in that we don't have a good focus on spear though. I'd probably give it to farmers though. Pitchforks, shovels, cattle prods. I think they have the most appropriate experience in this case to get them started on the spear path.
  18. Oh well, look at that. Thanks guys, I stand corrected.
  19. The hood of any vehicle degrades incredibly quickly. I can understand putting off or being reluctant to visit vehicle modifications, but please could we have the ability to weld some metal plates to the hood to repair it? I don't even like vehicular zed-slaughter, my hood just disintegrates during regular travel through towns and highways. If it's a matter of balance, then maybe consider the question of fuel powered welders. A higher tier, noisier and hungrier generator needed specifically for welding projects. Heck, you could introduce an end-game vehicle, the welding truck, to allow heavy metalwork on the go. A gas powered torch for cutting and basic welding is fine, but electricity is for serious work after all.
  20. We have an american meals mod as well that may serve as a partial template.
  21. How about some roads set at 45 degrees from the usual selection? Grids end where the terrain begins. I understand there are some complications with angled roads in terms of where does the asphalt cut off, but frankly I think that's really not an issues for the common player, while anyone who begins driving around starts wondering very quickly why highway roads don't curve. Also, roads have shoulders, we could just graphically have a 'gravel border' that can be as jagged as it needs to be but functions as asphalt. If there's a complication, I imagine it might be issues with placement in the mapmaker? Curved Road barriers and corner rails though, well, that I can see them not being able to do within the system.
  22. I wouldn't call the sprinters easy. Those suckers sneak up on you! I've lost a couple runs to sprinters after clearing the early game period and letting my guard down, only to get run down by surprise. I suspect a single tackling sprinter wouldn't be a big deal on its own. You both have to get up in order to act. If your dude is just wiped or you're already trying to fend off several zombies though, well, a tackler will definitely spice things up.
  23. The topic sort of speaks for itself doesn't it? Imagine a sprinter having a good chance to just smash into you with a big body tackle because they're too dumb to stop running. Knocking you both down would certainly make life even more interesting.
  24. Foraging can turn up lots of stone and chipped stone. Why not make a simple cobblestone path construction option to use up that stone? More durable than gravel although less durable than asphalt. It's certainly easy enough to come up with plenty of stone, let us put it to use.
  25. How about a third sorting option. 'Skill'. Have it bunch up all the cooking items, First Aid items, Carpentry items, etc.
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